2021-10-20 21:44:06 +00:00
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/// Shader used for drawing bitmap fills.
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2023-01-06 22:17:42 +00:00
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#import common
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2021-10-20 21:44:06 +00:00
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struct VertexOutput {
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2022-07-02 12:18:30 +00:00
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@builtin(position) position: vec4<f32>,
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@location(0) uv: vec2<f32>,
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2021-10-20 21:44:06 +00:00
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};
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2023-01-06 22:17:42 +00:00
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#if use_push_constants == true
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2023-01-07 09:19:14 +00:00
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var<push_constant> pc: common::PushConstants;
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@group(1) @binding(0) var<uniform> textureTransforms: common::TextureTransforms;
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@group(1) @binding(1) var texture: texture_2d<f32>;
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@group(1) @binding(2) var texture_sampler: sampler;
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2023-01-06 22:17:42 +00:00
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#else
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@group(1) @binding(0) var<uniform> transforms: common::Transforms;
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2023-01-07 09:19:14 +00:00
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@group(2) @binding(0) var<uniform> colorTransforms: common::ColorTransforms;
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@group(3) @binding(0) var<uniform> textureTransforms: common::TextureTransforms;
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@group(3) @binding(1) var texture: texture_2d<f32>;
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@group(3) @binding(2) var texture_sampler: sampler;
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2023-01-06 22:17:42 +00:00
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#endif
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2022-07-02 12:18:30 +00:00
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@vertex
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2023-01-06 22:17:42 +00:00
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fn main_vertex(in: common::VertexInput) -> VertexOutput {
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2023-01-07 09:19:14 +00:00
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#if use_push_constants == true
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var transforms = pc.transforms;
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#endif
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2022-07-02 12:18:30 +00:00
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let matrix_ = textureTransforms.matrix_;
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let uv = (mat3x3<f32>(matrix_[0].xyz, matrix_[1].xyz, matrix_[2].xyz) * vec3<f32>(in.position, 1.0)).xy;
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2023-01-06 22:17:42 +00:00
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let pos = common::globals.view_matrix * transforms.world_matrix * vec4<f32>(in.position.x, in.position.y, 0.0, 1.0);
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2021-10-20 21:44:06 +00:00
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return VertexOutput(pos, uv);
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}
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2022-07-02 12:18:30 +00:00
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@fragment
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fn main_fragment(in: VertexOutput) -> @location(0) vec4<f32> {
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2021-10-26 04:36:19 +00:00
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var color: vec4<f32> = textureSample(texture, texture_sampler, in.uv);
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2023-01-07 09:19:14 +00:00
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#if use_push_constants == true
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var colorTransforms = pc.colorTransforms;
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#endif
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2021-10-20 21:44:06 +00:00
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// Texture is premultiplied by alpha.
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// Unmultiply alpha, apply color transform, remultiply alpha.
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if( color.a > 0.0 ) {
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color = vec4<f32>(color.rgb / color.a, color.a);
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2022-12-27 22:18:03 +00:00
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color = color * colorTransforms.mult_color + colorTransforms.add_color;
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2022-05-12 18:46:52 +00:00
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let alpha = clamp(color.a, 0.0, 1.0);
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color = vec4<f32>(color.rgb * alpha, alpha);
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2021-10-20 21:44:06 +00:00
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}
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2022-04-14 18:03:45 +00:00
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return color;
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2021-10-20 21:44:06 +00:00
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}
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